| Type | Parameter Name | Description |
|---|---|---|
| GameObject | gameObject | |
| Vector3 | customVectorToRotate | A rotation by itself doesn't have vectors that could be visualized. Though Draw XXL by default displays the forward vector and the upward vector of the containing space, in order to have a visual anchor where we can see what's going on. With this parameter you can supply another additional vector to see which effect the quaternion rotation has on it. |
| float | length_ofUpAndForwardVectors | |
| float | alpha_ofSquareSpannedByForwardAndUp | |
| string | text | |
| bool | useAnglesFromQuaternion_notFromEditorsTransformInspectorDisplay | The same rotation can be represented by different sets of euler angles. By default Draw XXL uses the angle set from the transform component when it draws the euler rotation (it is the specially trimmed "human eye friendly" set of angles). Though Unitys quaternion.eulerAngles function returns a different set of angles. With this "useAnglesFromQuaternion_notFromEditorsTransformInspectorDisplay" parameter you can choose to display these instead of the human eye friendly angle set. The final rotation itself stays the same. |
| float | alpha_ofUnrotatedGimbalAxes | |
| float | gimbalSize | |
| float | durationInSec | The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter. |
| bool | hiddenByNearerObjects | This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter. |
| Type | Parameter Name | Description |
|---|---|---|
| Transform | transform | |
| Vector3 | customVectorToRotate | A rotation by itself doesn't have vectors that could be visualized. Though Draw XXL by default displays the forward vector and the upward vector of the containing space, in order to have a visual anchor where we can see what's going on. With this parameter you can supply another additional vector to see which effect the quaternion rotation has on it. |
| float | length_ofUpAndForwardVectors | |
| float | alpha_ofSquareSpannedByForwardAndUp | |
| string | text | |
| bool | useAnglesFromQuaternion_notFromEditorsTransformInspectorDisplay | The same rotation can be represented by different sets of euler angles. By default Draw XXL uses the angle set from the transform component when it draws the euler rotation (it is the specially trimmed "human eye friendly" set of angles). Though Unitys quaternion.eulerAngles function returns a different set of angles. With this "useAnglesFromQuaternion_notFromEditorsTransformInspectorDisplay" parameter you can choose to display these instead of the human eye friendly angle set. The final rotation itself stays the same. |
| float | alpha_ofUnrotatedGimbalAxes | |
| float | gimbalSize | |
| float | durationInSec | The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter. |
| bool | hiddenByNearerObjects | This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter. |
| Type | Parameter Name | Description |
|---|---|---|
| Vector3 | eulerAnglesToDraw | |
| Vector3 | posWhereToDraw | |
| Vector3 | customVectorToRotate | A rotation by itself doesn't have vectors that could be visualized. Though Draw XXL by default displays the forward vector and the upward vector of the containing space, in order to have a visual anchor where we can see what's going on. With this parameter you can supply another additional vector to see which effect the quaternion rotation has on it. |
| float | length_ofUpAndForwardVectors | |
| float | alpha_ofSquareSpannedByForwardAndUp | |
| string | text | |
| float | alpha_ofUnrotatedGimbalAxes | |
| float | gimbalSize | |
| float | durationInSec | The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter. |
| bool | hiddenByNearerObjects | This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter. |
| Type | Parameter Name | Description |
|---|---|---|
| Quaternion | quaternionToDrawAsEulerAngles | |
| Vector3 | posWhereToDraw | |
| Vector3 | customVectorToRotate | A rotation by itself doesn't have vectors that could be visualized. Though Draw XXL by default displays the forward vector and the upward vector of the containing space, in order to have a visual anchor where we can see what's going on. With this parameter you can supply another additional vector to see which effect the quaternion rotation has on it. |
| float | length_ofUpAndForwardVectors | |
| float | alpha_ofSquareSpannedByForwardAndUp | |
| string | text | |
| float | alpha_ofUnrotatedGimbalAxes | |
| float | gimbalSize | |
| float | durationInSec | The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter. |
| bool | hiddenByNearerObjects | This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter. |